Difference between revisions of "Shield Tech"

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''* Boost is a percentage of the base Shields rating. Further upgrades are possible. With each level the costs double and the effect increases by 10%.''
 
''* Boost is a percentage of the base Shields rating. Further upgrades are possible. With each level the costs double and the effect increases by 10%.''
  
===Ineffectiveness rule=== Any attack that does less than 1% of the maximum shielding capacity of the target is absorbed with no effect on the target. As an example, The Artemis Class has a base attack of 50. The Large Decoy has a base shielding of 10,000. Since 50/10,000 = 0.005 (one half of one percent), this means an Artemis could never damage a Large Decoy that still has its shield even partially up. '''Note:''' this rule works off the '''''base''''' rating of the ship or defense's shields and weaponry, not the research-enhanced ratings. So the relative weapons research and shield research levels of the attacker and defender are irrelevant to the matter.
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===Ineffectiveness rule===
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Any attack that does less than 1% of the maximum shielding capacity of the target is absorbed with no effect on the target. As an example, The Artemis Class has a base attack of 50. The Large Decoy has a base shielding of 10,000. Since 50/10,000 = 0.005 (one half of one percent), this means an Artemis could never damage a Large Decoy that still has its shield even partially up. '''Note:''' this rule works off the '''''base''''' rating of the ship or defense's shields and weaponry, not the research-enhanced ratings. So the relative weapons research and shield research levels of the attacker and defender are irrelevant to the matter.
  
 
==Dependencies==
 
==Dependencies==

Revision as of 12:11, 3 July 2011

Shield tech.png

Shield Tech allows your ships to take more punishment in battle. Each level researched will increase the shields on your ships and defenses by 10%.

Costs and Effect

Level Ore Crystal Hydrogen Shields Boost
1 200 600 0 10%
2 400 1,200 0 20%
3 800 2,400 0 30%
4 1,600 4,800 0 40%
5 3,200 9,600 0 50%
6 6,400 19,200 0 60%
7 12,800 38,400 0 70%
8 25,600 76,800 0 80%
9 51,200 153,600 0 90%
10 102,400 307,200 0 100%
11 204,800 614,400 0 110%
12 409,600 1,228,800 0 120%


* Boost is a percentage of the base Shields rating. Further upgrades are possible. With each level the costs double and the effect increases by 10%.

Ineffectiveness rule

Any attack that does less than 1% of the maximum shielding capacity of the target is absorbed with no effect on the target. As an example, The Artemis Class has a base attack of 50. The Large Decoy has a base shielding of 10,000. Since 50/10,000 = 0.005 (one half of one percent), this means an Artemis could never damage a Large Decoy that still has its shield even partially up. Note: this rule works off the base rating of the ship or defense's shields and weaponry, not the research-enhanced ratings. So the relative weapons research and shield research levels of the attacker and defender are irrelevant to the matter.

Dependencies

Requires

Required For

See Also